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PILLAGE mission
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UNIT
| ATTACKER
| DEFENDER
|
HQ
| 1-2
| 1-2
|
ELITES
| 0-3
| 0-3
|
TROOPS
| 2-6
| 2-6
|
FAST ATTACK
| 0-3
| 0-3
|
HEAVY SUPPORT
| 0-3
| 0-3
|
OVERVIEW
A raider force is charged with stealing/recovering valuables from an enemy camp.
SCENARIO SPECIAL RULES
The defender uses the Reserves rules.
SET-UP
1
Set up the board as normal. Players roll D6s, the player with the highest score being the attacker.
2
The defender chooses a long board edge and deploys up to half his force within 9" of this edge. The defender must also make out six loot counters to act as the objectives and may place them anywhere within his deployment zone.
3
The attacker deploys all units at least 15" from the defender's deployment zone.
4
The defender goes first.
MISSION OBJECTIVE
The player with the most loot counters in his deployment zone at the end of the game wins. Counters are picked up and dropped as described in the 'Rescue' scenario in the 40K rule book and a model may not carry more than one counter.
RESERVES
The defender rolls for reserves as per the normal rules. Reserves enter via the defender's board edge.
GAME LENGTH
The game lasts 6 turns.
LINE OF RETREAT
Units fall back to their own board edge.
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